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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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