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Old 03-26-2009, 10:04 AM
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Default Herobits - Rules - August 19, 2009 - v1.02 (amended)

1. Object of the Game

The object of the game is to eliminate your opponent’s Herobits Character.

2. Card Types

There are four card types.

Character: This card has your hero’s base Attack and Resist values, your hero’s name, and some text that reflects your hero’s values in some way.

Instant: Instant cards add or subtract attack damage and cause some unique effects. Instants can be played in the Attack or Resist Phase, based on their type.

Upgrade: These cards upgrade your hero’s Attack and Resist values on a somewhat permanent basis. Upgrade cards stay in play until destroyed.

Special: Special cards represent advancements or unique improvements to your Character. These cards do not count towards Upgrade or Instant play limits.

3. Game Setup

Each player begins with a shuffled 49 card Herobits deck and a Character card.

Place your Character card on the table face up then blindly draw 7 cards from your deck into your hand. Do not show your opponent your cards. Your opponent also places his Character card into play and draws seven cards from his deck.

Determine who goes first by flipping a coin, rock paper scissors, a three mile footrace, or some other agreeable method.

4. Card Limits

Cards that are “in play” are the ones that are on the table and visible. Your Character card starts the game in play. If your Character is removed from in play you lose the game.

You may have a maximum of nine (9) cards in play at any time. The breakdown for these cards is 1 Character card, 3 Special cards, and 5 Upgrade cards split however you like between Upgrade Attack and Upgrade Resist. Your opponent is subject to his or her own nine 9 card limit.

5. Game Play

There are five phases in each player’s turn; the Power-Up Phase, the Attack Phase, the Resist Phase, the Damage phase, and the Draw Phase. Your turn ends with the Draw Phase. On the first turn you and your opponent may upgrade your heroes but there is no Attack, Resist, and Damage Phase for either player.

The Power-Up Phase: This is your first phase. You can lay cards on the table (making them “in play”) or discard cards already in play or from your hand that you do not wish to keep. This can be done in any order. You may only place a single Upgrade card in play per turn. You may also put a single Special card in play per turn if you have one. There may not be more than one Upgrade card of the same type and value in play at one time.

The Attack Phase: In this phase you may Attack the other player. Add up all your Attack values, including your Character card, Upgrade cards, and Specials. You may further increase this total by playing Instant Attack cards. You may not play more than one Instant Attack card of the same type and value at one time.

(In addition to the value restriction, you may not play more Instant Attack cards than you have Character and Upgrade cards in play. Your Character card and all Upgrade cards count towards this total, so if you have an Upgrade Attack and two Upgrade Resist cards you could play up to four Instant Attacks, as long as they all have different values.)

The Resist Phase: In this phase your opponent tries to prevent the Attack from causing damage. Your opponent adds up all their Resist values, including the Character card, Upgrade cards, and Specials. Your opponent may further increase this total by playing Instant Resist cards. Your opponent may not play more than one Instant Resist card of the same type and value at one time.

(In addition to the value restriction, your opponent may not play more Instant Resist cards than they have Character and Upgrade cards in play. The Character card and all Upgrade cards count towards this total, so if your opponent has an Upgrade Resist and two Upgrade Attack cards in play they can use up to four Instant Resists, as long as they all have different values.)

The Damage Phase: To determine how much damage you have caused your opponent subtract the total Resist value from the total Attack value. If the result is zero or less, no damage is done. If the result is one or more then the defender must discard a card from in play or from their hand for each point of damage over zero. If the defender has discarded all his cards in hand and in play and there is still damage left over, he must discard the Character card and the game is over.

The Draw Phase: If your opponent has survived your Attack, blindly draw enough cards from your deck to refresh your hand back to 7 cards.

Once you have completed your Draw Phase it is your opponents turn and they must start at the Power-Up Phase.

6. Game Over

The game ends in one of two ways. Either a hero is beaten by his opponent by losing all his in play cards and all the cards in his hand or the hero reaches “card death”. Card death happens the moment a player can no longer draw from his reserve to refresh his hand back up to 7 cards in the Draw Phase.

7. Additional Notes

a. Power-Up Phase: Once all the upgrade cards you wish to play are laid down and once you have discarded any you do not want you move on to the Attack Phase. You cannot discard any cards after the Power-Up Phase.

b. There cannot be any duplication of attack or resist modifiers by card type and value in play at any time For example a Li Kui card has a base attack value of +2 so he can have an Upgrade Attack card with a +2 value and an Instant Attack card with a +2 value but he cannot have two Upgrade Attack cards with +2, or play two Instant Attack cards of +2.

c. A card that is discarded as damage in the Damage Phase reduces damage by one point. For example, if the defender has taken three points of damage then he must discard three cards from his hand, from in play or any combination of hand and in play. Damage cannot be removed from a player’s deck without a Special ability.

Herobits - Rules - July 11, 2009 - v1.01 (amended)
 

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