Krosmaster Ref

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1. TURN START Reveal Demonic Rewards: During their first turn, the first player can only buy face down Demonic Rewards. At the beginning of the first turn of the next player, turn one Demonic Reward of each rank face up. At the beginning of the next players turn, turn another Demonic Reward of each rank face up. Roll for Tension: Roll 2 dice. Assign symbols if or are rolled. If doubles, each player discards 1 GG . The 1st player skips this step during their 1st turn Inspiraon: Place tension dice on character cards. Characters gain Powers matching the symbol on the die unl the next turn. You can assign both dice to the same card. You cannot aribute a die to a character if that character already has the same Power as the die. Becomes any aribute. Refund!: You may choose to exchange inspiraon dice for (1 die for 1 ; 2 dice for 3 ) 2. CHARACTER TURNS Acvate your characters leſt to right in your meline. You cannot use the next character unl you are done with the current character Preliminary Phase: Remove buffs on acve character. Resolve trig- gered effects. If there are mulple effects, the acve player resolves them in the order they choose. A character that starts with a +1/-1 MP/AP marker uses the effect and then discards it. Acvaon Phase: Your character moves and acts up to the max of their MP and AP . End of Acvaon Phase: Resolve triggered effects. If there are mul- ple effects, the acve player resolves them in the order they choose. 3. END OF THE TURN Game play switches to your opponent. Turn Sequence Spend 1 MP to move into an adjacent free cell. Locking: When moving away from a cell adjacent to an opposing character, indicate a cell your character wants to move to and check for Locking. Ignore this rule if you are using a Spell to move. 1. Roll for Lock: Each adjacent opposing character rolls a die (plus an extra die if they have the Lock power). Each or counts as a success 2. Roll for Dodge: Then the acve player rolls a die (plus an extra die if they have the Dodge power). Each or cancels out a Lock success. 3. If Locking roll sll has at least one success remaining, your charac- ter is locked and loses all of their remaining MP and AP. If there are no successes, then your character may move to the indicated space as normal. Movement Spend the active character’s AP to: Collect Kama: (1 AP per Kama collected): Pick up one Kama on the space your character currently occupies. Buy GG (1 AP): If your character is located on an demon cell, spend 1 AP and 10 . Take a from your opponent, or the Wild if it is sll available. This acon can be taken only once during each player’s turn. Cast a Spell (Variable): Character cards contain spell(s) and list the AP required cost depending on the spell Punch an Opponent (5 AP): A Krosmaster may punch an adjacent enemy, dealing 1 Damage. Roll for Crical Hit and Armor like any other aack. Buy a Demonic reward (1 AP): If your character is located on a de- mon cell, you may spend 1 AP and the appropriate amount of Kama to buy a face up reward, or a random reward from the top of the XX pile. When purchased, you must place it face down on any character card, assigning it to that character. A character may not have more rewards than that character’s level. Only a Krosmaster can complete this acon, not summons. A Granite Reward costs 3 Kama A Jade Reward costs 6 Kama A Gold Reward costs 12 Kama Use a Demonic Reward (0 AP): A Krosmaster can unlock a demonic reward at any me during their acvaon phase Action Points Usage Limit: Black (unlimited), Blue (once per turn), Purple (once per turn per target), Red (once per game) Casting an Attack Spell 1. Assign target: Pick the target of your spell. 2. Cost: Pay the listed cost of spell. 3. Addional Effects: Any effects listed in the text of the spell are applied to the target of the spell, or as specified otherwise. 4. Crical Hit: The acve character rolls a die for Crical Hit (plus an extra die if they have the Crical Hit power). 5. Armor: Each opposing character rolls a die for Armor (plus an extra die if they have the Armor power). 6. Injury: Place on the character equal to the damage inflicted by the spell. If more Crical Hits were rolled than Armors, apply one more XX. If more Armors were rolled than Crical Hits, apply one less XX. If ed, do not modify the damage. If is greater than or equal to HP of character, it has been K.O.’d. The acve player gets equal to the of the K.O.’d character (take from wild if it is sll available) Casting a Healing Spell 1. Assign target: Pick the target of your spell. 2. Cost: Pay the listed cost of spell. 3. Addional Effects: Any effects listed in the text of the spell are applied to the target of the spell, or as specified otherwise. 4. Crical Hit: The acve character rolls a die for Crical Hit (plus an extra die if they have the Crical Hit power). 5. Heal damage: Remove from the target equal to the Heal level of the spell, plus one if a Crical Hit is rolled. Summoning Spell: 1. Assign target: Pick the target of your spell. 2. Cost: Pay the listed cost of spell. 3. Addional Effects: Any effects listed in the text of the spell are applied to the target of the spell, or as specified otherwise. 4. Place the token: Place your summon token in the targeted free cell. You cannot have more Summon tokens in the game than the number in parenthesis in the tle of the spell. Special Spell: 1. Cost: Pay the listed cost of spell. 2. Addional Effects: Any effects listed in the text of the spell are applied to the target of the spell, or as specified otherwise. Casting a Spell Boost: Discard aſter use. Buff: Remains in play unl the start of the character’s next turn. Equipment: Permanent.

description

Krosmaster Refs

Transcript of Krosmaster Ref

1. Turn STarT• Reveal Demonic Rewards: During their first turn, the first player can only buy face down Demonic Rewards. At the beginning of the first turn of the next player, turn one Demonic Reward of each rank face up. At the beginning of the next players turn, turn another Demonic Reward of each rank face up. • Roll for Tension: Roll 2 dice. Assign symbols if or are rolled. If doubles, each player discards 1 GG . The 1st player skips this step during their 1st turn• Inspiration: Place tension dice on character cards. Characters gain Powers matching the symbol on the die until the next turn. You can assign both dice to the same card. You cannot attribute a die to a character if that character already has the same Power as the die. Becomes any attribute. • Refund!: You may choose to exchange inspiration dice for (1 die for 1 ; 2 dice for 3 )

2. CHARACTER TURNSActivate your characters left to right in your timeline. You cannot use the next character until you are done with the current character• Preliminary Phase: Remove buffs on active character. Resolve trig-gered effects. If there are multiple effects, the active player resolves them in the order they choose. A character that starts with a +1/-1 MP/AP marker uses the effect and then discards it.• Activation Phase: Your character moves and acts up to the max of their MP and AP . • End of Activation Phase: Resolve triggered effects. If there are multi-ple effects, the active player resolves them in the order they choose.

3. END OF THE TURNGame play switches to your opponent.

Turn Sequence

Spend 1 MP to move into an adjacent free cell.Locking: When moving away from a cell adjacent to an opposing character, indicate a cell your character wants to move to and check for Locking. Ignore this rule if you are using a Spell to move.1. Roll for Lock: Each adjacent opposing character rolls a die (plus

an extra die if they have the Lock power). Each or counts as a success

2. Roll for Dodge: Then the active player rolls a die (plus an extra die if they have the Dodge power). Each or cancels out a Lock success.

3. If Locking roll still has at least one success remaining, your charac-ter is locked and loses all of their remaining MP and AP. If there are no successes, then your character may move to the indicated space as normal.

Movement

Spend the active character’s AP to:• Collect Kama: (1 AP per Kama collected): Pick up one Kama on the

space your character currently occupies. • Buy GG (1 AP): If your character is located on an demon cell, spend

1 AP and 10 . Take a from your opponent, or the Wild if it is still available. This action can be taken only once during each player’s turn.

• Cast a Spell (Variable): Character cards contain spell(s) and list the AP required cost depending on the spell

• Punch an Opponent (5 AP): A Krosmaster may punch an adjacent enemy, dealing 1 Damage. Roll for Critical Hit and Armor like any other attack.

• Buy a Demonic reward (1 AP): If your character is located on a de-mon cell, you may spend 1 AP and the appropriate amount of Kama to buy a face up reward, or a random reward from the top of the XX pile. When purchased, you must place it face down on any character card, assigning it to that character. A character may not have more rewards than that character’s level. Only a Krosmaster can complete this action, not summons.

a Granite Reward costs 3 Kamaa Jade Reward costs 6 Kamaa Gold Reward costs 12 Kama

• Use a Demonic Reward (0 AP): A Krosmaster can unlock a demonic reward at any time during their activation phase

Action Points

Usage Limit: Black (unlimited), Blue (once per turn), Purple (once per turn per target), Red (once per game)

Casting an Attack Spell1. Assign target: Pick the target of your spell. 2. Cost: Pay the listed cost of spell.3. Additional Effects: Any effects listed in the text of the spell are

applied to the target of the spell, or as specified otherwise. 4. Critical Hit: The active character rolls a die for Critical Hit (plus an

extra die if they have the Critical Hit power). 5. Armor: Each opposing character rolls a die for Armor (plus an extra

die if they have the Armor power). 6. Injury: Place on the character equal to the damage inflicted

by the spell. If more Critical Hits were rolled than Armors, apply one more XX. If more Armors were rolled than Critical Hits, apply one less XX. If tied, do not modify the damage. If is greater than or equal to HP of character, it has been K.O.’d. The active player gets equal to the of the K.O.’d character (take from wild if it is still available)

Casting a Healing Spell1. Assign target: Pick the target of your spell. 2. Cost: Pay the listed cost of spell.3. Additional Effects: Any effects listed in the text of the spell are

applied to the target of the spell, or as specified otherwise. 4. Critical Hit: The active character rolls a die for Critical Hit (plus an

extra die if they have the Critical Hit power). 5. Heal damage: Remove from the target equal to the Heal level of

the spell, plus one if a Critical Hit is rolled.

Summoning Spell:1. Assign target: Pick the target of your spell. 2. Cost: Pay the listed cost of spell.3. Additional Effects: Any effects listed in the text of the spell are

applied to the target of the spell, or as specified otherwise. 4. Place the token: Place your summon token in the targeted free cell.You cannot have more Summon tokens in the game than the number

in parenthesis in the title of the spell.

Special Spell:1. Cost: Pay the listed cost of spell.2. Additional Effects: Any effects listed in the text of the spell are

applied to the target of the spell, or as specified otherwise.

Casting a Spell

Boost: Discard after use.

Buff: Remains in play until the start of the character’s next turn.

Equipment: Permanent.

Agility: This characters rolls an additional dice when rolling for Critical Hit with an Air spell. In addition, this character rolls an additional die when rollling for Armor against an Air spell. Note: this is in addition to Critical Hit or Armor.

Armor: This character rolls an additional dice when rolling for Armor.Counter: Each time an opposing character inflicts one or more to this

character, the attacking character will suffer Critical Hit: This character rolls an additional dice when rolling for

Critical Hit.Chance: As per Agility, but for Water spells. Crafter: The first time this Krosmaster buys a Demonic Reward during

its turn it does not have to spend any AP. In addition, for that first purchase, Jade Demonic Rewards cost only 5 Kamas, Gold Demonic Rewards costs only 10 Kamas, and Ruby Demonic Rewards costs only 15 Kamas. The cost of the Granite Demonic Reward is not modified.

Dodge: This character rolls an additional dice when rolling for Dodge.Farmer: At the end of that Krosmaster’s turn, if that Krosmaster has

collected at least one Kama, take one additional Kama from the reserve and add it to your stock.

Heal: Heals an additional when at least one is healed.Immune: This character is immune to an element type and takes no

damage from attacks of that type.Intelligence: As per Agility, but for Fire spells.Itty-Bitty: This pawn ignores the Locking rules. It cannot perform Lock

rolls and opposing characters cannot perform Lock rolls against it.Lock: This character rolls an additional dice when rolling for Lock. Loot X: When an opposing Krosmaster KO’s this pawn, its controller

takes X Kamas from the reserve and adds them to his stock.Multiple targets: After the principal target is chosen, every square in

range that could have been selected become secondary targets and are affected by the spell as well.

Obstructive: This character blocks line of sight.Prospecting: When an allied Krosmaster KO’s an opposing Krosmas-

ter, take one Kama from the reserve and add it to your stockResistance: This character is resistant to an element type. Take one

less damage from attacks of that type.Retribution X: powers or additional effects of spells preceded by

this keyword only apply if at least X Avengers are present on the battlefield (allies and enemies included.)

Revenge X: powers or additional effects of spells preceded by this keyword only apply if at least X Villains are present on the battlefield (allies and enemies included.).

Strength: As per Agility, but for Earth spells.Unfazed: Can’t be affected by additional spell effects except those

that cause additional damage.Wisdom: When this Krosmaster KO’s an opposing Krosmaster, you

gain an additional GG. When an opposing Krosmaster KO’s this Krosmaster, its controller gains an additional GG.

Powers

Mob Tokens: Mobs are a type of summoned character. They activate in your timeline immediately after their summoner. Mobs do not block Line of Sight. No are rewarded for a K.O’d mob

Bomb Tokens: Summoned device (not a character) that is an obstacle and allows LoS. The bomb has 1 HP and casts explosion at the beginning of the turn of the character who brought it into play, the bomb is then K.O.’d

Trap Tokens: Summoned device (not a character) that is not an obstacle and allows LoS. A trap does not have HP. A trap casts its spell when character moves to its cell. Counted as having the Unfazed power.

SummonsSteals Health: Remove a number of wounds from this character equal

to the total damage done by this spell. Pierces Armor: Target rolls 1 less die when rolling for Armor.Retreat X*: Caster is moved X cells in opposite direction of spell’s

targetMove Closer X*: Caster is moved X cells closer to the spell’s targetPush Back X*: Target is moved X cells away from the caster Attract X*: Target is moved X cells closer to the caster+1/-1 MP: Add a +1/-1 MP to target+1/-1 AP: Add a +1/-1 AP to targetSteals 1 MP: Place -1 MP on target and +1 MP on casterSteals 1 AP: Place -1 AP on target and +1 AP on caster*Movement Effects: Ignores Locking. Effect stops when obstacle or

board edge in the way

Additional EffectsArea of Effect

Some spells affect more than one cell at time. Determine the target as normal. Attacker makes one Critical Hit roll, while every target makes an Armor rolls individually

“Cross” AoE “Square” AoE “Hammer” AoE

“Staff” AoE

“Shovel” AoE

“Blast” AoE“Needle” AoE

=Caster

=Target

=Additional Target

All ranges are counted in cells along straight line spaces. Do not count diagonally!

Range

No Line of Sight Spell: Target a cell between the min/max range. LoS is not required.

Ranged Spell: Target a cell between the min/max range.

Line Spell: Target a cell between the min/max range in the same row of cells as spell caster.

Close Combat Spell: Only targets adjacent cell.

Personal Spell: Only affects spell caster.

Spells with a Red range icon cannot have their range modified in any way!

Line of SightLine of sight exists when you can draw an imaginary line from the center of one cell to the center of another without going through a cell containing something that blocks LoS. Krosmaster figures, trees, and anything with the Obstructive power blocks Line of Sight.

Elemental Damage: Attack spells display a damage type and inflict that type of damage. Water , Air , Earth , Fire Neutral Damage : An attack spell that is not associated with any elements . Inflicts neutral damage No Damage: Spells with no base damage require a critical hit success to do damage+X Damage Type , , , : The indicated damage type is increased by X

Damage