RivalWing Version 3.0 By: ExistingPhantom fsdlk@uaf.edu Last Clarification Rewrite: 2005-04-28 Basic game play was adapted from Car Wars: The Card Gane, designed by Creede and Sharleen Lambard. Copyright 2005 Existing Phantom. You may print and play this game for personal non-commercial use. Do not place RivalWing files on other web sites without first asking permission. This game is not to be used for commercial use, advertising or publication without my permission. http://www.dragonfire.org RivalWing Overview. RivalWing is a simulated dragon duel. Different types of dragons battle using air maneuver, ground tactics and magic. The last dragon standing is the winner of the game. The game can accommodate 2 to 8 players. Each player controls a dragon. The dragons can have different abilities. Players play cards to damage the other dragons in the game or to defend against attacks. When a dragon's scales get warn away the damage goes to the dragon's core. When a dragon runs out of core points they go unconscious and are out of the battle for the rest of the duel. When there is only one dragon left the duel is over. There are 6 different types of duel cards; Melee, Defense, Maneuver, Magic, Breath and Special. Melee. Melee cards are your dragon's ability to attack another dragon using claws, teeth, wings (if they have them) and their tail. Each of the melee cards shows the type of attack and the side of the dragon that it hits; Front, Rear, Left and Right. There are Melee Targeted Attack cards that allow you to attack any single side of a dragon. There is a Melee Wing Attack that allows your dragon to attack an opponent's wings with a melee or breath attack that would normally strike a side. The torn scales at the top of the card indicate the damage caused by each attack. Defense. Defense cards allow your dragon to counter an attack or the damage that is played on them. Defense cards are only played when your dragon is attacked. Defense Scale cards will absorb damage only on the side state on the card. Each scale card only absorbs up to 3 points of damage. You indicated you are absorbing the damage by covering all or some of the damage with the Defense Sale card. Defense Scale cards must be left on your dragon character mat when played, they do not cancel the damage they only absorb it. You can play multiple Defense Scale cards when attacked. All defense cards must be played immediately after an attack. You can play only one type of defense card when attacked. Additional types of defense cards include Hurt Wrist, Lock Jaw, Seizure and Wing Block. The Defense Wing Block card can only be played if your dragon character mat has wings. The descriptions of these defenses are on the cards. Breath. Breath cards are devastating attacks caused by the dragon's breath weapon. Breath weapons include Acid, Chaos, Ice and Lighting. The descriptions of these attacks are on the cards. Maneuver. Maneuver cards are tactical attacks and defenses that can be played if a dragon character mat has wings. Once a dragon looses their wings through damage attacks, they are no longer able to use maneuver cards until the wings are restored. Combo, Dive Attack and Focused Dive are played as attack cards or with attack cards. The Sharp Turn, Soar High, Blind, and Wing Arching cards are played with the defense rules. Dusting can be played as an attack card or with defense rules. The descriptions of these maneuvers are on the cards. Magic. Magic cards are mystical attacks and defenses that can be used by dragons possessing the magic ability. Magic attack cards must be stored face down for a round before they are able to be discharged. Magic cards can be left in a magic slot until the dragon uses them or wishes to replace them with another magic card. The card being replaced goes into the discard pile. Magic cards cannot be played directly from a player's hand. They must be played from a magic slot. A magic slot can only hold one magic card. Called Shot, Core Hit, Heal, Swap, Armageddon, Crush, and Remove Breath Resistance, are played as attack cards or with attack cards. The Deflect, Shield, Random, and Gust Of Wind cards are played with the defense rules. The descriptions of these magic effects are on the cards. Special. Special cards give dragons extraordinary abilities. These cards can be played at any time except during a Breath Chaos attack or unless otherwise stated on the card. They must be played in a special slot face up. Special cards can be played strait from the hand if there is no card in a special slot. A special slot can only hold one special card. A player may remove the special card from the special slot at any time and place it in the discard pile. Breath Resistance, Magic Resistance and Innate Magic may be left in a special slot until removed. Refresh and Regeneration, are cards that must be discarded after use. If the magic resistance card is in play on a drqgon character mat that player may not use Magic Heal or Magic Swap on themselves. The descriptions of these magic effects are on the cards. Starting The Game. Each player begins the game with a dragon character mat. The character is used to keep tract of your damage and your cards in play. Start the game by dealing 5 cards to each player. The player left of the dealer starts the game, and the play goes in a clockwise rotation. At the beginning of the turn the player draws enough cards to bring his hand up to six cards. He then has the option to do one of the following: Attack Place down magic cards (if the character can use magic) Discard (any number of cards) Attack. The player may attack any dragon by placing a single attack card, or a combination of attack cards, in front of the opponent. Combinations are achieved by using maneuver cards. The opponent my play a single defense type (a single defense type may consist of multiple cards) to counter the attack. Damage that is not stopped is played on the opponent's dragon character mat. Defense scale cards cover damage inflicted. Place Down Magic Cards. If a dragon has the ability to use magic they may place a magic card in their magic slots face down. If it's an attack card they may not use it until their next turn, if it's a defense card they may use it when attacked. Discard. If a dragon cannot attack, place a magic card or does not wish to attack another dragon the player must discard one or more cards. Breached Scales. When the scales on the wings or the side of a dragon are gone, the player takes the cards for that side and turns them over in a pile to indicate there is no more scales protecting that side. If there is extra damage from the attack when a side is breached, it does not carry to the core of the dragon. After the cards are flipped, any additional attacks from that side are applied to the core of the dragon. Additional attacks to breached wings do not go to the core. If a dragon's wings are breached the Defense Wing Block card can not be played from that player. Eliminating An Opponent. When a dragon looses its entire core it is rendered unconscious and is out of the battle for the rest of the duel. The player palaces all of their cards into the discard pile, except for Damage maker cards and waits wile the rest of the dragons finish the duel. The last dragon remaining conscious wins the duel. Reshuffling. When there are no other cards available to draw, reshuffle the discard pile and turn it over. Extra Damage Marker Cards. Extra damage marker cards are included in the game. They should not be shuffled into the deck. They should be left face up and made available for use when damage from an attack card can not be distributed to all locations or players. Extra Clarifications. Hit Locations include Front, Left, Right, Rear, Wings, Core. Sides include Front, Left, Right, Rear. What the term "toughened scares" is mean in referenced to the Magic Heal card. In this instance the Defense Scales card that was covering damage on a attack card that was removed though the use of the Magic Heal card will first be moved to existing damage on that side that does not have a scales card covering a damage row. If there is no row of damage, which can be covered by the Defense Scales card on that side, the Defense Scales card can be left and used for the next damaging attack on that side.