Dimentions - En
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# .Introduction. Philosophy of the Dimensions.
This is a board game based on the open rules of role-play ChaosD6.
There are four Stats, which define your body: Vitality, Insight, Ethereality and Will.
Ordinary obects ha!e "ero !itality and will. #lants usually ha!e "ero willpower. $stral and undead creatures
ha!e "ero !itality. %agical creatures and obects are ethereal, and those who can influence reality ha!e
&nsight.
'e will describe our characters as a set of these four Stats.
(!ery li!ing being can ha!e all four Stats and ha!e conscious or unconscious abilities based on their nature.
)se of all the features can be increased or suppressed. $ mode of use of each of these conditions the
presence of the so-called *elements*.
+ital energy directly manifestation of the Vitality of each of us. ow strong physically and how tough we
are, how sharpened our senses are. $ll natural resources depend on this force.
The usage of &nsight di!ides into types. Sense and time management of space and the reasons for the
imbalance in it the other subects: The souls. &f we imagine that reality is a time-space continuum and
those who can feel it, and manage it are concentration points that are still part of it.
)sing &nsight constitutes manipulation o!er e!erything that is in that time-continuum. This *e!erything*
could be present as energy and matter. The way of controlling that e!erything is managing e!erything in
each of its constituent elements: Earth, Fire, Air and Water. /This manipulation can be present as a
manipulation o!er matter /or energy0 of obects in solid, li1uid, gas and plasma physical form0.)sing our Will is a control o!er oursel!es. Those who ha!e free 'ill can reach certain States of mind. There
are many States of mind, but their manifestation can be describe by only two States. (ach of them opposite
to the other by idea: Concentration /try to shut e!erything around us without our target point0 and
armony /attempt to merge yourself with the surrounding world0.
$s said, the sum of the amount of Stats is always a constant number for each species. &n 2Dimensions3, this
constant is 45 for the playable races /our heroes0.
1. BASICS
1.1. Stats and elements. Character card
The 4 Stats +itality, &nsight, %atter and the 'ill determines your uni1ueness. This is your identity. They are
constant. $s mentioned, the sum of the four Stats is 45 points.
ou can change your card that represents your character, if your character passed away /and you do not ha!e
a tower or do not want to continue with this character0, ta7e a new character and oin the game again.
our character card has Stats distribution and special info li7e which element has speciali"ed s7ill or
another. 89 $dept means that your character begins the game as the master of its tower /and recei!e
bonuses from it0 and can go up to the tower in 1uestion whether its Stats are high or not.
1.2. Game initial setting: cards on the field - creatures and effects in the field.
;rom the dec7 of the effects and creatures, depose two cards face down in each field. /Optional: players can
deploy cards face down on the position they choose.0
Then you choose where to depose your character /in this setting: also choose where your tower will be
deposed0. The player inserts his card and tower on some tile and puts the cards from it in his gra!eyard.
round0: (ach character has three actions per round /attac! , "loc! , moe or posture0.
owe!er, the monster?s actions count written right down. %onsters with four actions per round forces you to
replace one action with empty Posture$.
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in contact. &n case there is an awa7en creature, put all effects into those defender?s hand. /$ll defenders
uses one dec7.
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40 Second character plays his last action.
The neBt round, the second character is first, and the first second. &n a big melee, it is important to choose to
whom you will oppose your actions. /See the last section?s eBample with the four players0
E"aluation of the effects, skills and damages:
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the en!ironment to channel the effect0. Once you cast a permanent effect, put it in front of the character?s
dec7 as permanent. The instant$ effects are eBceptions /read below0. Dostures must be contiguous to emit
contiguous elements $you cannot cast an effect reuiring two elements by using one posture, followed by one
block, followed by another posture&.
- I permanent bonus or damage, where I is the to7en?s !alue. *tat "uy effects summari"e the
points spent to emit some elements to reach some Sum in couple of rounds.
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oo7 at neighboring
location without acti!ate
the trap and to show the
contents of the others.
∀: (!ade the neBt onedamage.
ou or a creature mo!es
forcefully to neighboring
tile.
Super throw, super leap, or
super push.
buy $channeling&
Channel: Draw !itality to7ene!ery action until you ha!e
contact with the target and atthe end of the round calculatethe damage.
Restore "itality?amageChannel: Draw !itality orwater to7en e!ery action untilyou ha!e contact with thetarget and at the end of theround calculate the damage.ou gain the same amount of
calculated points in life to7ens.Loption: ou may in!erse the
life gain to point buy damage*ound %ae Vitality,
Air
*ummoning *ouls Aura *ouls *pirit lin! *ouls
amage
∀ /L space0: damagefrom a distance.
Deal damage with sound at
some place
Dermanent . 7tat buy
$channeling&
Summon your creature
/as an ally0 until the Stat
spent is rounded to the
creatures Stats.
∀: Summon a randomcreature from the
library ...
Dermanent
(ach effect you cast is a
mass effect, affecting all
the neighboring targets
by the caster?s choice.
∀: Each Permanentyou cast mayafects known
targets onto thetile-set.
Dermanent
Connect two elements of
two friendly subects
/draw the chosen element
to7en and put it o!er the card0.
Then the sum of the
element is yours element
∀: Connect all elements.
)lessing 2 Curse /ime )anish *pace, *ouls -"liion /ime, *ouls /eleportation *pace
Dermanent
Turn target efect apermanent efect.(Put the targetefect under theBlessing/urse.
∀:
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damage or effect0.
(utateWater, armony 3ightning Fire, Air Fire"all Fire *hield Concentration
Dermanent element token
Doint buy $channeling&
The target gains the sum
of the to7ens for some Stat
and loses the same amount
of other Stat.Channel: Draw harmony andwater to7en e!ery action untilyou ha!e contact with the target
amage
The target loseshis ne$t % actions&where % is the
num"er o# the'ightings you haecasted.
amage !nstant
&n!ulnerability of the
element until the end of
the round. /can be played asa counter action to enemy?s
effect0
∀: Dermanent . Ta7e anelement to7en and put it
o!er this permanent card
E+tend Concentration (editation armony Disa"le Concentration /hro% Air
!nstant
Doint buy $channeling&
(Btend the duration of
target effect with I
actions where I is the
number of times you
casted (Btend.
Restore element?health
Doint buy $channeling&
)raw a harmonyelement token andput it upside down
as penalty& thendraw other elementand put it #ace upas permanent"onus.
!nstant
Target cannot ma7e
effects with an element
for a round. /Can be playedas a counter action to enemy?seffect0.
amage. !nstant . Doint
buy $channeling&.
Channel: Draw an air to7ene!ery action until you ha!e
contact with the target and atthe end of the round calculatethe damage.
Elementals armony,
Concentration
Elementals armony,
Concentration
Elementals armony,
Concentration
Fiery "eam "alefire
Fire, Earth, /ime
Dermanent . 7tat buy
$channeling&
Summon a creature perma-
nently, following you untilthe sum of your Stats spent
can be rounded to 5.
AP AP @5P 5P / hits0
= action
Dermanent . 7tat buy
$channeling&
Summon a creature perma-
nently, following you untilthe sum of your Stats spent
can be rounded to 5.
AP @5P AP 5P / hits0
= action
Dermanent . 7tat buy
$channeling&
Summon a creature perma-
nently, following you untilthe sum of your Stats spent
can be rounded to 5.
@5P AP AP 5P / hits0
= action
amage.
)pon successful casting,
earn an eBtra round ust for
you. /&n which only youcan do new actions0.
olems *ouls, armony olems *ouls, armony olems *ouls, armony A%a!e armony
Dermanent . 7tat buy
$channeling&
Summon a creature perma-
nently, following you until
the sum of your Stats spent
can be rounded to @4.
=5P AP EP 5P /@ hits0
@ actions
Dermanent . 7tat buy
$channeling&
Summon a creature perma-
nently, following you until
the sum of your Stats spent
can be rounded to @4.
=5P EP AP 5P /@ hits0
@ actions
Dermanent . 7tat buy
$channeling&
Summon a creature perma-
nently, following you until
the sum of your Stats spent
can be rounded to @4.
EP AP =5P 5P /@ hits0
@ actions
Doint buy $channeling&.
%o!e terrain card, wall
to7en or tower card.Channel: Draw a harmony to7ene!ery action until you ha!e
contact with the target, andmo!e the target around.
∀: Dermanent until you arein contact. Jink : $dd the
target?s Stats to yours.
4ecromancy armony Creation Earth Ice "last Water, Fire )li55ard Air, Water
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Dermanent . 7tat buy
$channeling&
Start animating your
creature /as an ally0 until
the Stat spent is rounded to
the creatures Stats.
The creature !anishes and
is still in your tower after
you are out of contact with
the animated creature?s tile
Dermanent wall token.
Doint buy $channeling&
#ut an adacent wall to7en
with power @5 B Iumber
of the 2Creation3 casted.
To destroy the to7en the
enemy must emit an Earth
with power more that the
wall > double wall.
L put a to7en bonus on tile.
Dermanent token on tile.
Doint buy $channeling&.Channel: Draw fire or waterto7en e!ery action until you
ha!e contact with the target andat the end of the round calculatethe damage. #ut a to7en permanent onto the tile eachaction.
amage ad@acent enemies
Doint buy $channeling&
$fter casting, no one
including you /with the
Bli++ard 0 cannot deal
damage at adacent tiles
until the end of the round.
Com"ustion armony Fossili5ation earth, souls /he Void Concentration Vision /ime
Dermanent penalty token.
>hanneling without Doint
buy. !nstant.Channel: Draw an elementto7en e!ery action until youha!e contact with the target and put in front of the enemy?s dec7upside down as Stat penalty.
Dermanent bonus token.
The target misses his
action until the end of the
round.
L ou may put an earth or
souls permanent bonus
to7en on your tile.
Doint buy $channeling&.
ou ta7e no damage this
action.Channel: Draw a concentrationto7en e!ery action and put ito!er the effect for the durationof the action.
∀: !nstant
oo7 up at any un7nown
tile from the tile-set.
∀: Ta7e one effect from thelibrary and put it into your
discard pile
(etaphysics space,earth Confusion space, souls Inner Fire Vitality, fire 3ight 2 Dar!ness fire
amageDamage by changing the massof the body of the subect.
L unite two un7nown tiles
at one tile. &f you beat the
creatures Stats you may
unite the 7nown tiles
Target loses its actions to
the end of the battle.
L Switch two un7nown
tiles with each other. &f you
beat the creatures Stats at a
7nown tiles you may
switch and the 7nown tiles
Dermanent
'hen you ma7e one non-
effect damage, you deal
two damage instead, if
your !itality Stat is bigger.
Doint buy $channeling&.
)ntil the end of the round,
no one can deal damage at
the adacent tiles.Channel: Draw fire to7en e!eryaction and put it o!er the effectfor the duration of the action.
∀: !nstant
Phantom
air, %ater, earth, fire
(eteor sho%er earth,
fire, concentration
/raps mastery space Possess souls, harmony
6Vitality &on undefeated1
Dermanent
7tat buy $channeling&
Create one mirror of
yourself. /while you sit in
your tower0
L Option to enter the
mirror character anytime.
amage from distance.
Damages all 7nown
creatures at once.
#ut an effect beneath you
as a trap as normal trap/casted with power @5 B number of times casting this effect0.
&t will not trigger from
your character but from the
enemy?s approaching
character.
%erge yourself with the
defeated target. ou may
choose a higher Stat for a
dominant one.
∀: ou choose whichelement of whom /yours or
target one0 to become
dominant.
5. Characters and creatures
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*anctum argoyle
Combo: #osture, %o!e,
Jloc7
(oongloe changeling
Combo: #osture, $ttac7 ,
Jloc7
)ehemoth7s herald
Combo: $ttac7 , Jloc7 ,
%o!e
8ho+ )odyguard
Combo: %o!e, $ttac7 ,
#osture
27ouls adept
EP =P P /4 hits0
actions
2>oncentration
adept
P @P =5P @=/4 hits0 actions
=P P P /4 hits0
4 actions
2raw a bonus
card per round
=5P=5P=5P=5/4 hits0 actions
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-ran 8ief surialist
Combo: %o!e, Jloc7 ,
#osture
Pride uardian
Combo: $ttac7 , #osture,
%o!e
E+u"erant Firestro!er
Combo: %o!e, Jloc7 ,
$ttac7
(anor *!eleton
Combo: $ttac7 , Jloc7 ,
#osture
2Kitality adept
=6P=5P P==/4 hits0
actions
2#ime adept
==P=6P=5P /4 hits0
actions
2ire adept
6P =6P =6P @/4 hits0
actions
2=armony adept
=AP AP AP =A/4 hits0
actions
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Cynder Pyromancer
Combo: %o!e, #osture,
$ttac7
A!!i Coalfinger
Combo: Jloc7 , %o!e,
$ttac7
od/rac!er of 9und
Combo: Jloc7 , $ttac7 ,
#osture
8a5orfin A"olisher
Combo: Jloc7 , %o!e,
#osture
2(ater adept
=P P =AP A/4 hits0
actions
2Earth adept
AP =5P @5P A/4 hits0
actions
2ir adept
6P @P =6P =6/4 hits0
actions
27pace adept
AP AP @5P 5P/4 hits0
actions
- To&ers and crystals #print once$
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/o%er of Vitality Crystal of (atter Crystal of Vitality Crystal of Insight
Only an adept or
creature with +itality
@5 or more may enter.
2L "itality for theowner
Dermanent
Only a creature with
%atter @A or more may
step onto the crystal?s
tile
Dermanent
Only a creature with
+itality @A or more
may step onto the
crystal?s tile
Dermanent
Only a creature with
&nsight @A or more may
step onto the crystal?s
tile
/o%er of *ouls /o%er of *pace /o%er of Vitality /o%er of /ime
Only an adept or
creature with &nsight
@5 or more may enter.
2L !nsight for the
owner
Only an adept or
creature with &nsight
@5 or more may enter.
2L !nsight for the
owner
Only an adept or
creature with +itality
@5 or more may enter.
2L "itality for the
owner
Only an adept or
creature with &nsight
@5 or more may enter.
2L !nsight for the
owner /o%er of Air /o%er of Water /o%er of Earth /o%er of Fire
Only an adept or
creature with %atter
@5 or more may enter.
2L 'atter for the
owner
Only an adept or
creature with %atter
@5 or more may enter.
2L 'atter for
the owner
Only an adept or
creature with %atter
@5 or more may enter.
2L 'atter for
the owner
Only an adept or
creature with %atter @5
or more may enter.
2L 'atter for
the owner /o%er of
Concentration
/o%er of armony
Only an adept or
creature with 'ill @5
or more may enter.
2L (ill for the
owner
Only an adept or
creature with 'ill @5
or more may enter.
2L (ill for the
owner
Crystal of Will Crystal of (atter Crystal of Vitality Crystal of Insight
Dermanent
Only a creature with
'ill @A or more may
step onto the crystal?s
tile
Dermanent
Only a creature with
%atter @A or more may
step onto the crystal?s
tile
Dermanent
Only a creature with
+itality @A or more
may step onto the
crystal?s tile
Dermanent
Only a creature with
&nsight @A or more may
step onto the crystal?s
tile
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. Acti!n cards (print multiple times)
". Creatures (print !nce)
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Attac! )loc! (oe Posture
2eal 3 amage
"ersus Dosture
% #ake 3 amage
"ersus Block
2eal 3 amage
"ersus all ttacks
% #ake 3 amage
"ersus 'o"e
2eal 3 amage
"ersus Block
% #ake 3 amage
"ersus Block
2eal 3 amage
"ersus 'o"e
% #ake 3 amage
"ersus Block
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Cloudhearth Dra!e ar"or *erpent /angle *pider )ant )attlemag
=PP =P=A/6 hits0
actions
2 (hen Rho Brute
performs successful
'o"e, he deals two
damage instead of one.
=P=@P=4P=4/6 hits0 actions
2 creation effect
$ earth &*
=AP@5P=5P@5/4 hits0
actions
2Jo"e effect $ water ,
harmony &: the target can
deal damage to you until
"isit his tower
=@P@5P=6P=/A hits0 = actio
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8uinous (inotaur 8idge 8unnet ell!ite hatchling Cliffy *erpen2Earthuake effect $ earth &:
amages all ad@acent
enemies.
=P=5P=AP=
/6 hits0 4 actions
2 (hen Rho Brute
performs successful ttack,
he deals two damage
instead of one.
@5P=5P=5P=5/A hits0 4 actions
@5P@5P@5P@5/ hits0
4 actions
=@PP=P=/A hits0
actio
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Angel of (ercy Pathra5er of :lamog
Dragon Canyon (inota
2we effect $ air , harmony &:
the target cannot deal
damage to you until he "isit
his tower
=P@5P=6P=6/ hits0 = action
2 (hen Rho Brute
performs successful
Posture, he deals two
damage instead of one.
=APP=@P=A/A hits0 actions
@5P@5P@5P@5/ hits0
4 actions
2Earthuake effect $ earth
amages all ad@acent
enemies.
=P=5P=AP=/6 hits0 4 actio
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(astodon *elfto%er *phyn+ *igiled )ehemoth 8a!e%al! uargantuan
2 effect $ souls &: spirit link*
=AP=AP=5P=5/A hits0
@ actions
2omination $ souls ,
harmony &: Cou control the
target until you are in
contact.
=AP=AP=AP=A/6 hits0 actions
@5P=5P=@P=@/A hits0
actions
2nger effect $ fire ,
harmony &: the target
cannot deal damage ot
than you until he "isits
tower
=AP@5=@P=/6 hits0 actio
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4acatl unt0Pride 8ho+ )rute Eer"ar! *haman 3o+odon (yst
2 'ists effect $ water &: no
affected ad@acent creature
can attack this round while
you are in contact with it.
=5P=5P=AP A/4 hits0 @ actions
2 (hen Rho Brute
performs successful
ttack he deals two
damage instead of one.
@5P=5P=5P=5/6 hits0 actions
2 (hen Rho Brute
performs successful
Block he deals two
damage instead of
one.
@5P=AP=5P/A hits0 @ actions
2 effect $ souls &: spirit lin
=AP=AP=5P=/A hits0
@ actio
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)one"rea!er iant *team"eam a;uitect reater )asilis! *ummit Ape2 (hen Rho Brute
performs successful
Posture he deals two
damage instead of one.
=APP=@P=A/A hits0 4 actions
2 (hen Rho Brute
performs successful
'o"e he deals two
damage instead of one.
=P=@P=4P=4/6 hits0 @ actions
2 Detrify effect $ "itality ,
harmony&: #urn the target
into stone until you are in
contact
=APP=@P=/A hits0 @ actions
2nger effect $ fire ,
harmony &: the target
cannot deal damage othe
than you until he "isits h
tower
=AP@5=@P=/6 hits0 action
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4acatl unt0Pride 8ho+ )rute Eer"ar! *haman 3o+odon (yst
2 'ists effect $ water &: no
affected ad@acent creature
can attack this round while
you are in contact with it.
=5P=5P=AP A/4 hits0 @ actions
2 (hen Rho Brute
performs successful
ttack he deals two
damage instead of one.
@5P=5P=5P=5/6 hits0 actions
2 (hen Rho Brute
performs successful
Block he deals two
damage instead of
one.
@5P=AP=5P/A hits0 @ actions
2 effect $ souls &: spirit lin
=AP=AP=5P=/A hits0
@ actio
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uardian of coerdell Caern /hoctar Etherium A"omination *iege0(ind -gr
2 (hen Rho Brute
performs successful
Block he deals two
damage instead of one.
@5P=AP=5P/A hits0 @ actions
@5P=5P=@P=@
/A hits0 actions
2 fear effect $ air ,
harmony&: #he target
character cannot do any
damage until reach his
tower.
=AP=5=5P@5/6 hits0 @ actions
=AP==@P=
/6 hits0 action
#. Sample $attle in %&imensi!ns%
Jelow are three schemes in which two hero *$77i /J%$0* Q *RodTrac7er of Nund /J$#0* are located in
the adacent 1uadrants and fight.
!nto the third scheme in the third character $which is not seen well on purpose& for two actions 5uick
'o"e5 $the two cards that are putted face down indicate that character use them to mo"e, mo"e along the
map& managed to get from its tower $water tower& to kki.
#he third action of the hero that attacks from behind is again -uick 'o"e/ and cannot make in@uries, as
the third action of kki is 5attack5. lthough kki attacks another opponent, the unknown hero failed to take
ad"antage of it. $#he unknown hero supposes that 5Mod#racker of Nund5 will attack kki and if kki tried to
use the block, the unknown hero will gain the ad"antage of block kki. =owe"er, those were @ust some
predictions.
The actions are as follows:
!n contact, the first player $the youngest one& is making its action: attack. #hen the attacked player $second
player& makes its action and if the third player is in contact and he applies his action. !f there is no fourth
player Grd player takes his second action. #hen the second player takes his second action. irst player takes
his second action. #hen the first player makes his third and action. #he second makes its third action and
third takes his third action.
The following table describes the order of eBecution of actions. /&f a creature is in contact with the hero, it is
included in the order of actions at the time of the contact. &f he has four actions per round, and there is a
fourth action for all, the characters choose which action they will use an empty #osture0
Rod-see7er $77i The
)n7nown
;oreign hero who
disco!ers a Dragon
Dragon with 4
actions= round0 =st $ction = @ 4 A
= round0 @nd $ction =5 E 6
= round0 rd $ction == =@ = =4 =A
= round0 4th $ction Empty posture with no =6
Em"er %eaer Infectious orror
2 creation effect
$ earth &*
=AP@5P=5P@5/6 hits0 @ actions
2 fear effect $ air ,
harmony&: #he target
character cannot do any
damage until reach his
tower.
=AP=5=5P@5/6 hits0 @ actions
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effects, skills $ 0 skip &
Characters draw cards until whey holds A cards. The Dragon *plays* with the dec7 of her attac7er.
@nd round0 =st action @= @5 =E = =
@nd round0 @nd action @@ @ @4 @A
$ctions target is indicated by the direction of the played cards /in this case, for clarity the cards are put
perpendicular to each other0
=0 Rod-see7er plays
Attac! on $77i /to maintain contact with him e!en if $77i tries to escape0 @0 $77i plays )loc! and win a bonus, inflicting one damage to the Rod see7er $or any who attacked
him&.
0 The )n7nown plays *attac7 s7ill card* face down as ;uic! (oe. #hat is not primary action $but
replacement with uick 'o"e& and the enemy would ha"e bonus if plays Dosture against him, but there is no
opponent in front of the water tower.
#he foreign hero and the ragon do their combat somewhere
0 The )n7nown replaces his *$ttac7 card* with ;uic! (oe /again face down0, and ended up in contact
with $77i.
E0 $77i decided to use (oe to escape from the second stri7er /%o!es o!er the tile set0. 'oreo"er, kki
contrary to epectations runs to the tower of (ater instead of running away from the second striker with the
idea to enter $=e has 3 matter and wants to take the artifact to hold 89 matter and to take o"er the tower&. !n the case, he targets the net tile heading to the tower, not the Mod%seeker $before the 'o"e they were
against each other and currently they oppose diagonally&.
=50 Rod-see7er plays Empty Posture $and cannot ha"e bonus against kki&. !n this case, Mod%seeker
hopes that kki does not hold in hand 5attack5. $On the right, we can see the hand of the Mod%seeker % a
brunch of cards, which only he can see&.
==0 Rod-see7er played Attac! again o!er $77i. &n addition he plays *attac! s!ill* superimposed on his
attac7s $as follow%up of two actions of kki, with the attack o"er kki, the Mod%seeker would be mo"ed to the
right of kki, to pre"ent kki’s escape&.
=@0 owe!er, $77i plays Attac! against the Rod-see7er /the only card held is his hand. e stops running
towards the artefact and with the idea to 7ill the Rod-see7er or wounded him badly enough to ma7e him flee
to his tower to regenerate. %oreo!er, he will probably succeed, because the Rod-see7er has already ta7en @damage, and the sum of the elements of the characters is 45 /4 damage0. &f the Rod-see7er dies, $77i will
grab a card from his dec7 before he resurrects in his tower.
=0 The )n7nown plays (oe to cross the road of $77i. ;ot shown in the third scheme, but the unknown
will come between kki, the tower and the artifact. =is idea is to inflict damage on kki while he mo"es
towards the artifact.
...
t the second round the three players 5kki%Mod 7eeker%Pnknown5 actions #he Pnknown will play first
$3Qth mo"e under the table& and will probably bet on Dosture to gain bonus against the mo"ement of kki.
Mod%seeker can escape to heal or risk the Mod%7eeker to synchroni+ing his actions with the Pnknown and to
stop kki. =owe"er, it depends on what cards all of them will draw from their deck. ;e"ertheless, the
diplomacy is also important...
The foreign hero comes with (oe in contact with the dragon in the fourth turn, which includes the Dragon
in order of actions ust after the character who disco!ers him /in this case, the 4th player disco!ers the dragon
so the dragon is Ath0.
Dragon fifth turn pulls a card from the dec7 of the foreign hero, and opposes empty Posture card to emit an
(lement to destroy the permanent effect on the character. 'ith his @5 points of each Stat /and life to7ens0
the Dragon brea7s important permanent effects on the character. Dragon does the same /empty Posture0 at
the 6th turn to brea7 up the important permanent effects of the character.
&n the th turn the character has prepared a plan with #osture double cast @ *Drain* effect emitting Water
element @ times, and in the =4th turn ends with emitting Vitality element: Draws @ +itality to7ens and @
'ater to7ens worth 6 L L 4 LA M = points M @ Damage. $;ormally the character will run away to break
up the channeling of the Drain effect $always using the in"erse gain option& but the ragon is a guardian.
#he hero knows that it is hard to beat the ragon in con"entional battle, but he has a chance with effects not
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dependent from the 7tats $point buy&. #he =ero is stocked with effects 5point buy5 because he is aware that
he cannot beat the dragon 7tats&.
owe!er, the Dragon draws for the third time card from the dec7 of the hero and already holds cards, @ of
them are $ttac7. &n the =Ath and =6th turn, he opposes Attac! of the @ #ostures of the hero inflicting him @
damage. &n the =th turn, the Dragon plays #osture to cut the escape character, holding an instant, point buy
effect to finish the character.
&n the =th turn ero decided to continue channeling of * Drain* with posture emitting Water element and
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5.2. The eck of !"kki #oalfinger!
>ombo: Block 'o"e, ttack. G action per round.
(arth $dept: Starts from and enters freely into the (arth tower and into the crystal of matter.
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'.3. The *eck of (Cynder +yromancer(
>ombo: 'o"e, Dosture, ttack. G action per round.
'ater $dept: Starts from and enters into the 'ater tower freely and into the crystal of matter.
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'.,. Testing (aorfin !"olisher(
>ombo: 'o"e, Dosture, ttack. G action per round.
$dept space: Starts from and enters into the Space tower freely and into the crystal of &nsight.
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'.0. Creatures in (*imensions(
Some creatures ha!e effects that only they can use that also re1uire action e1ual to the number of specified
elements necessary for the effect.
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'.. Special places in (*imensions(
The towers are !isible for all unli7e the crystals witch ha!e to be found first /and e!en can be put in the dec7
of the character0.
ast hero standing into a tower becomes her master and earn bonuses that it gi!es. /The character points
with the tower becomes 44 instead of 45 points, still rounded down to 4 life to7ens.0
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'.. %ffects descri"ed in (*imensions(
The 50 above described effect are sketched in a pile of three equal cards.
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